Move ColorValidator logic into a new ColorPickerManager trait.
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189
OpenRA.Mods.Common/Traits/World/ColorPickerManager.cs
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189
OpenRA.Mods.Common/Traits/World/ColorPickerManager.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Configuration options for the lobby player color picker. Attach this to the world actor.")]
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public class ColorPickerManagerInfo : TraitInfo<ColorPickerManager>
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{
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// The bigger the color threshold, the less permissive is the algorithm
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public readonly int Threshold = 0x50;
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public readonly float[] HsvSaturationRange = new[] { 0.25f, 1f };
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public readonly float[] HsvValueRange = new[] { 0.2f, 1.0f };
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public readonly Color[] TeamColorPresets = { };
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double GetColorDelta(Color colorA, Color colorB)
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{
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var rmean = (colorA.R + colorB.R) / 2.0;
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var r = colorA.R - colorB.R;
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var g = colorA.G - colorB.G;
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var b = colorA.B - colorB.B;
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var weightR = 2.0 + rmean / 256;
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var weightG = 4.0;
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var weightB = 2.0 + (255 - rmean) / 256;
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return Math.Sqrt(weightR * r * r + weightG * g * g + weightB * b * b);
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}
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bool IsValid(Color askedColor, IEnumerable<Color> forbiddenColors, out Color forbiddenColor)
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{
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var blockingColors = forbiddenColors
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.Where(playerColor => GetColorDelta(askedColor, playerColor) < Threshold)
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.Select(playerColor => new { Delta = GetColorDelta(askedColor, playerColor), Color = playerColor });
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// Return the player that holds with the lowest difference
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if (blockingColors.Any())
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{
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forbiddenColor = blockingColors.MinBy(aa => aa.Delta).Color;
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return false;
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}
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forbiddenColor = default(Color);
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return true;
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}
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public bool IsValid(Color askedColor, out Color forbiddenColor, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, HashSet<string> errorMessages = null)
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{
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// Validate color against HSV
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askedColor.ToAhsv(out _, out _, out var s, out var v);
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if (s < HsvSaturationRange[0] || s > HsvSaturationRange[1] || v < HsvValueRange[0] || v > HsvValueRange[1])
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{
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errorMessages?.Add("Color was adjusted to be inside the allowed range.");
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forbiddenColor = askedColor;
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return false;
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}
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// Validate color against the current map tileset
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if (!IsValid(askedColor, terrainColors, out forbiddenColor))
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{
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errorMessages?.Add("Color was adjusted to be less similar to the terrain.");
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return false;
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}
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// Validate color against other clients
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if (!IsValid(askedColor, playerColors, out forbiddenColor))
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{
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errorMessages?.Add("Color was adjusted to be less similar to another player.");
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return false;
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}
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// Color is valid
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forbiddenColor = default(Color);
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return true;
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}
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public Color RandomPresetColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
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{
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if (TeamColorPresets.Any())
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{
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foreach (var c in TeamColorPresets.Shuffle(random))
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if (IsValid(c, out _, terrainColors, playerColors))
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return c;
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}
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return RandomValidColor(random, terrainColors, playerColors);
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}
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public Color RandomValidColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
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{
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Color color;
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do
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{
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var h = random.Next(255) / 255f;
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var s = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
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var v = float2.Lerp(HsvValueRange[0], HsvValueRange[1], random.NextFloat());
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color = Color.FromAhsv(h, s, v);
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}
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while (!IsValid(color, out _, terrainColors, playerColors));
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return color;
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}
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public Color MakeValid(Color askedColor, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError)
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{
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var errorMessages = new HashSet<string>();
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if (IsValid(askedColor, out var forbiddenColor, terrainColors, playerColors, errorMessages))
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return askedColor;
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// Vector between the 2 colors
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var vector = new double[]
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{
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askedColor.R - forbiddenColor.R,
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askedColor.G - forbiddenColor.G,
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askedColor.B - forbiddenColor.B
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};
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// Reduce vector by it's biggest value (more calculations, but more accuracy too)
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var vectorMax = vector.Max(vv => Math.Abs(vv));
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if (vectorMax == 0)
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{
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vectorMax = 1; // Avoid division by 0
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// Create a tiny vector to make the while loop maths work
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vector[0] = 1;
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vector[1] = 1;
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vector[2] = 1;
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}
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vector[0] /= vectorMax;
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vector[1] /= vectorMax;
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vector[2] /= vectorMax;
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// Color weights
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var rmean = (double)(askedColor.R + forbiddenColor.R) / 2;
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var weightVector = new[]
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{
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2.0 + rmean / 256,
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4.0,
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2.0 + (255 - rmean) / 256,
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};
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var attempt = 1;
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Color color;
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do
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{
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// If we reached the limit (The ii >= 255 prevents too much calculations)
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if (attempt >= 255)
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{
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color = RandomPresetColor(random, terrainColors, playerColors);
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errorMessages.Add("Color could not be adjusted enough, a new color has been picked.");
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break;
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}
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// Apply vector to forbidden color
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var r = (forbiddenColor.R + (int)(vector[0] * weightVector[0] * attempt)).Clamp(0, 255);
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var g = (forbiddenColor.G + (int)(vector[1] * weightVector[1] * attempt)).Clamp(0, 255);
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var b = (forbiddenColor.B + (int)(vector[2] * weightVector[2] * attempt)).Clamp(0, 255);
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// Get the alternative color attempt
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color = Color.FromArgb(r, g, b);
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attempt++;
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}
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while (!IsValid(color, out forbiddenColor, terrainColors, playerColors, errorMessages));
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// Coalesce the error messages to only print one of each type despite up to 255 iterations
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errorMessages.Do(onError);
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return color;
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}
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}
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public class ColorPickerManager { }
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}
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